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		<title>BSliderRestraint</title>
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		<h1>BSliderRestraint</h1>
		<p>Inherites from<a href="BRestraint.html">BRestraint</a></p>
		<p id="resume"></p>
		<h2>public</h2>
		<table id="public"><tr><td align="right"></td><td><a href="#BSliderRestraint()">BSliderRestraint</a>();</td></tr>
			<tr><td align="right"></td><td><a href="#BSliderRestraint(const BString&)">BSliderRestraint</a>(const BString& name);</td></tr>
			<tr><td align="right"></td><td><a href="#BSliderRestraint(BBody*, const BVector&)">BSliderRestraint</a>(BBody* bodyA, const BVector& pivotA);</td></tr>
			<tr><td align="right"></td><td><a href="#BSliderRestraint(BBody*, BBody*)">BSliderRestraint</a>(BBody* bodyA, BBody* bodyB);</td></tr>
			<tr><td align="right"></td><td><a href="#BSliderRestraint(BBody*, const BVector&, BBody*, const BVector&)">BSliderRestraint</a>(BBody* bodyA, const BVector& pivotA, BBody* bodyB, const BVector& pivotB);</td></tr>
			<tr><td align="right"></td><td><a href="#~BSliderRestraint()">~BSliderRestraint</a>();</td></tr>
			<tr><td align="right">virtual void </td><td><a href="#copy(const BRestraint*)">copy</a>(const BRestraint* other);</td></tr>
			<tr><td align="right">virtual BRestraint* </td><td><a href="#clone()">clone</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setStripe(BLineStripe*)">setStripe</a>(BLineStripe* stripe);</td></tr>
			<tr><td align="right">BLineStripe* </td><td><a href="#stripe()">stripe</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setCurve(BSplineCurve*)">setCurve</a>(BSplineCurve* curve);</td></tr>
			<tr><td align="right">BSplineCurve* </td><td><a href="#curve()">curve</a>() const;</td></tr>
			<tr><td align="right">bool </td><td><a href="#setAxisA(BReal, BReal, BReal)">setAxisA</a>(BReal ax, BReal ay, BReal az);</td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#setAxisA(const BVector&)">setAxisA</a>(const BVector& axisA);</td></tr>
			<tr><td align="right">const BVector& </td><td><a href="#axisA()">axisA</a>() const;</td></tr>
			<tr><td align="right">bool </td><td><a href="#setAxisB(BReal, BReal, BReal)">setAxisB</a>(BReal ax, BReal ay, BReal az);</td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#setAxisB(const BVector&)">setAxisB</a>(const BVector& axisB);</td></tr>
			<tr><td align="right">const BVector& </td><td><a href="#axisB()">axisB</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearLimit(BReal, BReal)">setLinearLimit</a>(BReal lower, BReal upper);</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearLimit(const BRealRange&)">setLinearLimit</a>(const BRealRange& linearLimit);</td></tr>
			<tr><td align="right">const BRealRange& </td><td><a href="#linearLimit()">linearLimit</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularLimit(BReal, BReal)">setAngularLimit</a>(BReal lower, BReal upper);</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularLimit(const BRealRange&)">setAngularLimit</a>(const BRealRange& angularLimit);</td></tr>
			<tr><td align="right">const BRealRange& </td><td><a href="#angularLimit()">angularLimit</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearMotorEnabled(bool)">setLinearMotorEnabled</a>(bool motorEnabled);</td></tr>
			<tr><td align="right">bool </td><td><a href="#linearMotorEnabled()">linearMotorEnabled</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearMotorTarget(BReal)">setLinearMotorTarget</a>(BReal motorTarget);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#linearMotorTarget()">linearMotorTarget</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearMotorVelocity(BReal)">setLinearMotorVelocity</a>(BReal motorVelocity);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#linearMotorVelocity()">linearMotorVelocity</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearMotorMaxForce(BReal)">setLinearMotorMaxForce</a>(BReal motorMaxForce);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#linearMotorMaxForce()">linearMotorMaxForce</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularMotorEnabled(bool)">setAngularMotorEnabled</a>(bool motorEnabled);</td></tr>
			<tr><td align="right">bool </td><td><a href="#angularMotorEnabled()">angularMotorEnabled</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularMotorTarget(BReal)">setAngularMotorTarget</a>(BReal motorTarget);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#angularMotorTarget()">angularMotorTarget</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularMotorVelocity(BReal)">setAngularMotorVelocity</a>(BReal motorVelocity);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#angularMotorVelocity()">angularMotorVelocity</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularMotorMaxForce(BReal)">setAngularMotorMaxForce</a>(BReal motorMaxForce);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#angularMotorMaxForce()">angularMotorMaxForce</a>();</td></tr>
			<tr><td align="right">BReal </td><td><a href="#linearPos()">linearPos</a>() const;</td></tr>
			<tr><td align="right">BReal </td><td><a href="#angularPos()">angularPos</a>() const;</td></tr>
			<tr><td align="right">using </td><td><a href="#BRestraint::query;()">BRestraint::query;</a></td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#query(const BString&, BValue&)">query</a>(const BString& text, BValue& value) const;</td></tr>
			<tr><td align="right">virtual int </td><td><a href="#solverSize()">solverSize</a>();</td></tr>
			<tr><td align="right">virtual void </td><td><a href="#soverItems(BSolverItem*, BReal)">soverItems</a>(BSolverItem* solverItems, BReal stepTime);</td></tr>
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		<div id="desc">
			<h2>Detailed Description :</h2>
		</div>
		<h2 id="docs">Member Documentation :</h2>
		<div id="BSliderRestraint()">
			<h3>BSliderRestraint();</h3>
		</div>
		<div id="BSliderRestraint(const BString&)">
			<h3>BSliderRestraint(const BString&amp; name);</h3>
		</div>
		<div id="BSliderRestraint(BBody*, const BVector&)">
			<h3>BSliderRestraint(BBody* bodyA, const BVector&amp; pivotA);</h3>
		</div>
		<div id="BSliderRestraint(BBody*, BBody*)">
			<h3>BSliderRestraint(BBody* bodyA, BBody* bodyB);</h3>
		</div>
		<div id="BSliderRestraint(BBody*, const BVector&, BBody*, const BVector&)">
			<h3>BSliderRestraint(BBody* bodyA, const BVector&amp; pivotA, BBody* bodyB, const BVector&amp; pivotB);</h3>
		</div>
		<div id="~BSliderRestraint()">
			<h3>~BSliderRestraint();</h3>
		</div>
		<div id="copy(const BRestraint*)">
			<h3>virtual void copy(const BRestraint* other);</h3>
		</div>
		<div id="clone()">
			<h3>virtual BRestraint* clone() const;</h3>
		</div>
		<div id="setStripe(BLineStripe*)">
			<h3>void setStripe(BLineStripe* stripe);</h3>
		</div>
		<div id="stripe()">
			<h3>BLineStripe* stripe() const;</h3>
		</div>
		<div id="setCurve(BSplineCurve*)">
			<h3>void setCurve(BSplineCurve* curve);</h3>
		</div>
		<div id="curve()">
			<h3>BSplineCurve* curve() const;</h3>
		</div>
		<div id="setAxisA(BReal, BReal, BReal)">
			<h3>bool setAxisA(BReal ax, BReal ay, BReal az);</h3>
		</div>
		<div id="setAxisA(const BVector&)">
			<h3>virtual bool setAxisA(const BVector&amp; axisA);</h3>
		</div>
		<div id="axisA()">
			<h3>const BVector&amp; axisA() const;</h3>
		</div>
		<div id="setAxisB(BReal, BReal, BReal)">
			<h3>bool setAxisB(BReal ax, BReal ay, BReal az);</h3>
		</div>
		<div id="setAxisB(const BVector&)">
			<h3>virtual bool setAxisB(const BVector&amp; axisB);</h3>
		</div>
		<div id="axisB()">
			<h3>const BVector&amp; axisB() const;</h3>
		</div>
		<div id="setLinearLimit(BReal, BReal)">
			<h3>void setLinearLimit(BReal lower, BReal upper);</h3>
		</div>
		<div id="setLinearLimit(const BRealRange&)">
			<h3>void setLinearLimit(const BRealRange&amp; linearLimit);</h3>
		</div>
		<div id="linearLimit()">
			<h3>const BRealRange&amp; linearLimit() const;</h3>
		</div>
		<div id="setAngularLimit(BReal, BReal)">
			<h3>void setAngularLimit(BReal lower, BReal upper);</h3>
		</div>
		<div id="setAngularLimit(const BRealRange&)">
			<h3>void setAngularLimit(const BRealRange&amp; angularLimit);</h3>
		</div>
		<div id="angularLimit()">
			<h3>const BRealRange&amp; angularLimit() const;</h3>
		</div>
		<div id="setLinearMotorEnabled(bool)">
			<h3>void setLinearMotorEnabled(bool motorEnabled);</h3>
		</div>
		<div id="linearMotorEnabled()">
			<h3>bool linearMotorEnabled();</h3>
		</div>
		<div id="setLinearMotorTarget(BReal)">
			<h3>void setLinearMotorTarget(BReal motorTarget);</h3>
		</div>
		<div id="linearMotorTarget()">
			<h3>BReal linearMotorTarget() const;</h3>
		</div>
		<div id="setLinearMotorVelocity(BReal)">
			<h3>void setLinearMotorVelocity(BReal motorVelocity);</h3>
		</div>
		<div id="linearMotorVelocity()">
			<h3>BReal linearMotorVelocity();</h3>
		</div>
		<div id="setLinearMotorMaxForce(BReal)">
			<h3>void setLinearMotorMaxForce(BReal motorMaxForce);</h3>
		</div>
		<div id="linearMotorMaxForce()">
			<h3>BReal linearMotorMaxForce();</h3>
		</div>
		<div id="setAngularMotorEnabled(bool)">
			<h3>void setAngularMotorEnabled(bool motorEnabled);</h3>
		</div>
		<div id="angularMotorEnabled()">
			<h3>bool angularMotorEnabled();</h3>
		</div>
		<div id="setAngularMotorTarget(BReal)">
			<h3>void setAngularMotorTarget(BReal motorTarget);</h3>
		</div>
		<div id="angularMotorTarget()">
			<h3>BReal angularMotorTarget() const;</h3>
		</div>
		<div id="setAngularMotorVelocity(BReal)">
			<h3>void setAngularMotorVelocity(BReal motorVelocity);</h3>
		</div>
		<div id="angularMotorVelocity()">
			<h3>BReal angularMotorVelocity();</h3>
		</div>
		<div id="setAngularMotorMaxForce(BReal)">
			<h3>void setAngularMotorMaxForce(BReal motorMaxForce);</h3>
		</div>
		<div id="angularMotorMaxForce()">
			<h3>BReal angularMotorMaxForce();</h3>
		</div>
		<div id="linearPos()">
			<h3>BReal linearPos() const;</h3>
		</div>
		<div id="angularPos()">
			<h3>BReal angularPos() const;</h3>
		</div>
		<div id="BRestraint::query;()">
			<h3>using BRestraint::query;</h3>
		</div>
		<div id="query(const BString&, BValue&)">
			<h3>virtual bool query(const BString&amp; text, BValue&amp; value) const;</h3>
		</div>
		<div id="solverSize()">
			<h3>virtual int solverSize();</h3>
		</div>
		<div id="soverItems(BSolverItem*, BReal)">
			<h3>virtual void soverItems(BSolverItem* solverItems, BReal stepTime);</h3>
		</div>
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